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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
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THE LATEST NEWS BELOW
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August 1st, 2006, 20:16 Posted By: wraggster
Nintendo has become the first of the three platform holders to confirm involvement in next year's E3, with Microsoft and Sony yet to make a firm commitment to the reborn expo.
Speaking exclusively to GamesIndustry.biz, Nintendo UK PR manager Rob Saunders said, "I can confirm that Nintendo will be involved in the E3 expo next year."
However, details of just how big a presence Nintendo intends to have at the newly-formed event have yet to be revealed.
Microsoft's stance is less clear, with a spokesperson from the company's UK office telling GI.biz, "We're supportive of the move ESA has taken. It's still early days, and we're not in a position to talk about what Microsoft will be doing in regards to next year's E3, but we'll be making an announcement nearer the time."
David Wilson, head of SCEE PR, was unwilling to offer any kind of commitment, stating, "We generally view E3 as a 'US' show. That isn't to devalue or deny its significance to us, it's just that because it's based in the US: SCEA 'own' it."
Wilson added that further comment would only be forthcoming once SCEA had confirmed its position.
The move to reformat E3 as a much smaller event was confirmed by ESA president Doug Lowenstein earlier today.
He confirmed that next year's show – which has held the games industry in its thrall for the past 12 years - will be retitled the E3 Media Festival for 2007, and is slated to take place in July as opposed to the traditional May timing.
However, as the cross-spectrum first reactions from the platform holders show, the impact to the entire industry of losing the event is still unclear. Greater clarity is expected towards the end of the week as the US arms of Nintendo, Sony and Microsoft all make their official comments regarding the move.
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August 1st, 2006, 20:05 Posted By: wraggster
If you've spent the last few years playing old King's Quest VGA updates and longing for Space Quest and Day of the Tentacle, you'll be interested to know that the Adventure genre might be facing a resurgence - at Nintendo's hand. The adventure game was killed off by the console (poor controls and too much competition), and so it's ironic that Nintendo might be able to pull it from the grave. An article at About.com looks at how Nintendo could use its virtual console to make adventure games profitable again."
From the article:
"The reason that adventure games are disappearing is because they don't compete well with other genres. Trying to create an adventure game that meets the graphical standards of an audience taught to expect Elder Scrolls IV makes the whole endeavor far less appealing. However, building a product to compete with Geometry Wars might be more doable. Adventure games are not disappearing because no one is buying them; they're disappearing because people are buying other types of games far more often.
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August 1st, 2006, 19:55 Posted By: wraggster
New game for DS released:

This falling blocks game is produced by Hideo Yoshizawa of Pac Pix, Mr. Driller and Klonoa fame. In Trion Cube, five block types fall from the top of the screen. Your goal is to rotate the blocks, assembling them into 3x3 clumps, which then turn into coins. The game lets you hold off on removing the 3x3 formations that you've already created. By doing this, you can fill the screen with blocks and delete everything as part of a combo. You play as the captain of a penguin-shaped space ship. By performing combos, you make the ship speed towards a goal. Bandai Namco has created a cast of personable characters, each with her own space ship. The game includes a wireless battle mode. In this mode, the person to first make his ship reach the goal wins. You'll be able to play via download play, meaning only one copy of the game is required.

More info / buy here --> http://www.lik-sang.com/info.php?pro...0&lsaid=219793
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August 1st, 2006, 19:51 Posted By: wraggster
New for DS Lite/DS from Datel:

Product Features
Action Replay for Nintendo DS & NDS Lite
Preloaded with loads of codes for the latest and greatest games
New codes downloaded seemlessly via USB cable (included)
Full 'touch-screen" control
Colorful high-resolution graphics
Description
Even the odds by arming yourself with infinite health, bullets and time. Unlock secret levels, characters and vehicles. Now YOU can become all-powerful and beat ANY game!
Action Replay is already loaded with totally unauthorized cheats for all the latest and greatest games, and you can easily update it with new codes using the included USB cable.
More info / buy here --> http://www.lik-sang.com/info.php?pro...6&lsaid=219793
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August 1st, 2006, 19:43 Posted By: wraggster
News from Lik Sang
Nintendo's Star Fox returned to its roots this week with an all new DS title. Developed by Q-Games, a company founded by Dylan Cuthbert who worked on the first Star Fox team, this new shooter is perfect if you didn't like the FPS gameplay of the two GameCube sequels. Locked onto aerial dog fights, the Japanese edition arrived early and is in stock now. The US port comes later on August 28th, but don't forget like all handhelds, the DS is region free so this game will work on every unit worldwide.
The first Star Fox (a.k.a Star Wing in Europe) was released in 1993 and brought 3D graphics to the SNES through a "Super FX Chip" and an extra math co-processor. Four years later Star Fox 64 (Lylat Wars in Europe) unleashed rumble packs on the videogames industry, then it was followed up by two GameCube sequels. Now the series has made its first appearance on a portable, and true to form, it works with the DS Rumble Pack.
Set after last year's Star Fox: Assault on the Cube, the planet Venom was revealed not to be as barren as first thought. Hiding in acidic oceans are a race known as Anglors, the leader of which intends to destroy the Lylat System. After previously splitting up, the Star Fox team re-unites here to fight over 30 missions, battling it out across vast oceans, flaming caves, deep space, dry deserts and more.
There's 15 characters to choose from including Fox, Falco, Krystal, Slippy, Wolf, Leon, Panther, Lucy, Amanda, Peppy and more. Each have their own ship and unique attributes like the type of Laser they have, how many enemies they can lock on to at once, the number of bombs they can carry, how powerful their shields are and how much boost they possess to pull off special moves. In a nice touch, each ship also features different graphics down on the touch screen.
Supporting up to four players online with the Nintendo Wi-Fi Connection, or up to six players if you're all together locally, there's both co-op and competitive multi-player modes. Through single player and co-op choices, it's your mission to prevent any enemies slipping by you and attacking the mother ship. Adding some strategy to the mix, the map to each mission in shown on the touch screen, along with each of your team mates. Using your stylus you plot the route for each of them to follow, then let them fly. When a pilot encounters an enemy the game switches into combat mode.
Inside of a set space you'll need to shoot down a number of enemies before the timer runs out. Here the touch screen becomes a radar, and bombs for example benefit from letting you drag the icon onto the position it'll explode on. Your stylus also controls your ship, while the face buttons, or d-pad depending on whether you're left or right handed, fires weapons. Only one of you can take the same ships on at a time, so if there's two or more of you in the same area, you must decide who goes in for the battle. With each ship having unique abilities it's up to you to think about which person is best suited to handle the situation. Each pilot can also only go so far, but with power-ups you can increase this, or likewise in battle mode it'll lengthen the time you have to take out all the ships.
So once again Lylat needs you, but for the first time in almost 10 years you can save the day with old school air to air combat.
Screens and Movies at Link Above
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August 1st, 2006, 19:29 Posted By: wraggster
New shots but not a lot else from Sega's upcoming tilt-and-thunder Sonic title
Unless you've ever strapped a hedgehog to a catapult and hit 'go', you're probably still a little bit skeptical about this whole Sonic thing. Admittedly, you've had more than enough time to come to terms with the crazy blue one's unlikely eye-searing escapades - which is why you'll probably be more than a little miffed to see that Sega's decided to flip logic even further on its head and jam Sonic into an Arabian Nights-style setting for his forthcoming, tentatively titled, Wii adventure Sonic Wild Fire.
Still, from what we played at E3 (God rest its soul), Wild Fire's Wiimote-powered tilt-and-thunder mechanics make for some surprisingly hair-raising rip-and-run hijinx, although we're still a little unsure whether Sega will manage to stretch out its rather limited framework into a full game. On the plus side, Sonic Wild Fire was one of the prettiest Wii titles on display at the show and these new shots, courtesy of Sega, go some way to demonstrating that - even if you don't really get the full effect of the game's blistering speed.
Sonic Wild Fire is set to hit Nintendo's upcoming console sometime in 2007, just so you know.
Screens Here
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August 1st, 2006, 00:36 Posted By: wraggster
Heres the info:
The ds wifi library has a new release and is now available from sourceforge. This will also be included with the soon to be available devkitPro Updater 1.3.5.
The following items have been significantly improved or resolved since the 0.3 release (this is a rough list, mostly taken from a list of outstanding issues that have all been addressed now)
gethostbyname has problems with IP addresses (fixed, awaiting release)
wifi_lib_test tcp connection bug (fixed, awaiting release)
misc other berkley-like support that's missing in the current version.
(getsockname/getpeername) (fixed, awaiting release)
Internal TCP Error possibly causing loss of data (fixed, awaiting release)
Better access to stats (done, awaiting release)
"keepalive" message to ensure AP connection remains open (done, awaiting release)
Improved syncookie implementation for more reliable incoming connections
modified timeout code to use exponential backoff
inet_addr support added
TCP connection closing errors (probably fixed)
TCP loses data apparently when rx buffer is filled (fixed)
Latency issue, something is causing the lib to have higher pings after a while (fixed)
possible bug with recv not returning data it should (fixed)
Problem with DHCP (should be fixed, it's possible some routers still deny DHCP - if you have one that does this please let sgstair know)
Connect() now blocks, when socket is not in non-blocking mode
select() support that should be sufficient for all applications is in CVS. (partly done, next release)
TCP MSG_PEEK support added for recv();
Shared key authentication
many TCP speedups and optimizations
Download Here --> http://www.devkitpro.org/
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August 1st, 2006, 00:15 Posted By: wraggster
A reader, He Who Must Not Be Named, sent us a promotional image he somehow got his grubby hands on. It's a promotional illustration for the Nintendo Wii Virtual Console, presumably featuring characters from all the games that will be released in emulated form.
Screenshot Via Comments
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July 31st, 2006, 23:56 Posted By: wraggster
News via Joystiq
Nintendo's portable just keeps getting stranger. Already heralded as an educational pet simulator, brain trainer and a Japanese-English dictionary, the DS is about earn a new title: interactive cookbook. Chris Kohler of Game|Life takes a look at Shaberu! DS O-Ryouri Navi (translation: Talk! DS Cuisine Navigator), a DS title that features over 200 recipes that are broken down to many steps and read aloud to you by the narrator. You can bark voice commands at your DS, such as "next page" and "more detail" for even simpler instructions.
Like all bizarre DS titles, the cookbook was a hit in Japan, selling more than 120,000 copies in its first week available. Kohler continues, comparing last week's Japanese hardware sales of the DS and Sony PSP (hint: Nintendo's portable outsold Sony's more than seven times over). Is this popularity due to Nintendo's ability to capture nearly every demographic in Japan?
Kohler's final point highlights the Long Tail theory developed by Wired magazine editor in chief Chris Anderson, which proposes that the combined sales of of many lesser-known products from a company account for more revenue than the sales of its most popular products. Here, Kohler's quick calculations show that nine titles like Shaberu! DS O-Ryouri Navi would equal the sales of New Super Mario Bros. and likely would cost less time and money on development. The discussion leads up to a comparison of Nintendo Wii's Virtual Console to Xbox Live Arcade. Nintendo is offering their entire back catalogue as is, while XBLM sells only the highest-quality products, hand-picked and sometimes seldom released. From the perspective of a consumer, who really has the most advantageous online structure here?
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July 31st, 2006, 15:54 Posted By: wraggster
New from SuccessHK (cheapest Price ive seen $40?)

The DS gets its own unique Arwing shooter, this time with touch-control flight mechanics unique to the DS. Lylat needs help. Players hop into their Arwing fighter and fight through a unique branching storyline of missions, all rendered in 3D. Star Fox DS brings a whole new strategic element to the series with a commander's view of the mission. Using the touch screen, players can draw the routes they and their teammates will take, then battle the enemies they encounter as they take over bases and strategically advance across the map. Players can also blow their friends out of the sky as they dogfight with up to eight players over a local wireless connection or take on up to four players from around the world on Nintendo Wi-Fi Connection.
Yeah i posted this when lik sang released it but heres a better description, the wifi gaming sounds awesome
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July 31st, 2006, 15:08 Posted By: wraggster
If Wii fans weren't already a-tingle over news that Hideo Kojima's grizzled action hero Snake, of Metal Gear fame, was heading to the console, courtesy of Nintendo's highly anticipated Super Smash Bros. Brawl, there could be even more reason to get their knickers in a knot now.
According to reports whizzing round the 'net, the latest issue of magazine Nintendo Power has word that Kojima's involvement with the game won't end after he's signed off the rights to get Snake prancing fist-to-face with Mario et al. Apparently, the Metal Gear supremo will be designing Snake's Smash Bros. stage himself: "If you want to talk about something big, how about the news Hideo Kojima, Snake's creator, is designing Snake's level in Brawl? Snake's inclusion means we're not only getting one of the best characters in gaming, but one of the best developers as well."
Exciting, no? With Kojima at the helm, there's every chance Snake will recieve one of the finest fighting debuts the series has seen yet. Question is though, will the developer's finally honed talents manage to surpass our very favourite Smash Bros. stages (which we were about to list, before realising we had way too many)? Only time and, indeed, actually playing the game will tell.
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July 31st, 2006, 15:07 Posted By: wraggster
If you've been looking forward to Timesplitters and Second Sight dev Free Radical's bullish next-gen game, Haze, you might want to set your sights on a console a bit meatier than Nintendo's upcoming Wii.
According to the developer's official Haze FAQ, the game - currently scheduled to appear on PC, Xbox 360 and PlayStation 3 - won't be finding a home on Nintendo's new console because, as Free Radical puts it, "Sadly, the cutting-edge technology we're using requires more power than the Wii has available. If we could, we would."
Although Wii fans might be a little disappointed by the news, all is not completely lost. With Free Radical traditionally big supporters of Nintendo's machines (what with the developer's beginnings as the Golden Eye team, back with Rare in the N64 days), there's every chance we'll see some Wii-related goodies in the future - particularly given that the studio still has a perfectly good GameCube engine from its current-gen Timesplitters titles.
Still, if Haze was looking like your bag, there's always time to switch your pennies across to finance an Xbox 360 or PlayStation 3 (Okay, maybe saving for the latter might take a tiny bit longer, but you know what we mean).
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July 31st, 2006, 01:10 Posted By: basilb
The Supercard website has put up a new version of the software used to transfer files to its various flashcarts. You can choose your relevent version 2.542 here.
further updates have been made, patcher software is up to version 2.55 now, but firmwware is currently being revised.
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July 30th, 2006, 22:31 Posted By: wraggster
Heres info about Nintendos Wii from an unknown developer:
The Wii Hardware
- Nintendo Wii’s ‘Broadway’ CPU operates at 729MHZ with a maximum bandwith of 1.9gbyte/sec.
- Nintendo Wii’s ‘HollyWood’ GPU is clocked at 243MHZ, the internal memory of it includes 3mb of embedded graphics memory and 24megabytes of high speed main memory.
- 64megabytes of GDDR3 (MEM2) as the external main memory. Just like the internal memory, it can be accessed from the CPU and GPU with a maximum bandwidth of 4gbytes/sec and can also store programs in the MEM2.
- The GPU of the Wii is identical to the GC’s but it is on average 1.5X faster.
Wii's Optical Disc Drive
- Opitcal Disc Drive (ODD) supports single and dual layer Wii disks, discs eject with software or button and the maximum read speed is the equivalent of DVDx6.
- Two main disc types supported the single sided 12cm single sided 4.7gb and the double sided 8.51 GB. Nintendo GC discs also supported. Some of the capacity of the discs are used by the system and games can not use full disc space.
- Inserting a disc will start the Wii console, even if it was already in an off state. Pressing the eject button will change the console to an on state to take out the disc also.
General Overview
- An optional wired LAN adapter that connects to a USB port is in the pipeline for users who do not possess a wireless LAN set-up currently.
- Internal non-removable 512MB flash memory used to storage game save data and downloadable content thus eliminating the Need for a memory card.
- Both Wii discs and Gamecube discs can be played via an intelligent mode swap. When running in GC mode, the Wii’s CPU and GPU will lower to the respective speeds of the GC and some of the MEM2 functions as ARAM.
- Software development environment is an upgrade to the ‘Dolphin SDK’ used with the GC; the same libraries are used so developers can get up to scratch easily as well as the possibility of ports being easier.
- The following interfaces are included with the Wii; SD card slot, Wireless controller, two USB 2.0 ports, wireless LAN, 4x GC controller ports, 2x GC memory card slots and an AV multi output jack (only an analog jack).
- Supports Wii disks (one sided 12cm) and GC discs (one sided 8cm) and console auto switches depends on what disk is inserted
- More than just the Nunchaku is planned as an extension. GC peripherals such as DK bongos can be used in both Wii and GC modes.
- Three power status, on, off and unplugged. To prevent mistaken turn offs, the power button must be held for about a second.
The Wii Control System
- The Wii controller features; Direct Pointing Device, Three axis accelerometer, Wii power button (remotely turn console on/off), buttons, wireless connectivity, indicator LED’s, rumble, battery powered (two AA alkaline batteries) and ability to connect extension unit.
- The Wii controller supports three types of operations; by itself, with a nunchuk extension or with a classic controller. Classic controllers will ship to developers during August 2006.
- The SYNCHRO button on the Wii controller exchanges wireless ID numbers when pressed at the same time as SYNCRHO on the Wii console. Wireless communications are only possible with consoles which have been authenticated.
- The rumble motor can be turned on and off and the intensity can be changed.
- The Wii remote has a pointer for fine movements as well as a motion sensor +/- 3.4G suitable for larger body movements, the nunchuk attachment has a sensor of +/- 2G
- The sensor bar must be placed above or below a TV set, the pointer measures coordinates between the ends of the bar which are about 20cm apart.
- The Wii remote has four status, disconnected, communicating, establishing connection and pairing wait status.
- The pointer can measure co-ordinates within bounds of rectangle centered upon the sensor bar, thus it can also measure points beyond the screen. It also responds to strong light sources, windows, fluorescent lamps, fireplaces, mirrors etc.
- Due to players hands shaking while holding the controller, a ring buffer allows a precise direction to be created to hold and average accelerator samples.
Thoughts on the console ?
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July 30th, 2006, 22:20 Posted By: scorpei
Hi all,
Just wanted to let you know that I have now put up revision 3 of my howto.
This includes working rt2500 support and a Dutch version of my howto (that was a lot of work :S).
Hope you all enjoy!
Scor
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July 30th, 2006, 15:08 Posted By: wraggster
Tipiak has released an excellent Homebrew Brain Training type game for the Nintendo DS with 15 mini games which are in 5 different categories, heres the translation:
DS Academy is a kind of Like Brain-Training. It is composed of 15 “mini-plays” distributed on 5 categories (memory, language, figure, perception and analyze). The seizure of the answers relating to certain plays is carried out by recognition of writing. Lastly, the scores obtained with the various plays are safeguarded. It is also possible to carry out a test made up of a mini-play of each category. At the end of the test, one obtains a certain number of points corresponding to the level of his brain.
Here, I hope that you will like Ca and not to hesitate not to leave your impressions.
Download and Play this Excellent game via Comments and Leave Feedback for the Coder:
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July 30th, 2006, 15:02 Posted By: wraggster
The Playeradvance site and forums are the breeding grounds to probably the best DS Homebrew games on the net (i wish i could read french better) so heres a game thats new and not posted here before.
The game is by Delfare, heres the translated release notes:
warrior training is a play which contains several mini-plays (for moment 3: a snake, WORM-like as well as a play of shooting in 3D)
has to make:
to correct the bugs when certain plays are started again
to improve graphics
to add the support of the wifi
to add other plays
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July 30th, 2006, 12:12 Posted By: wraggster
Turambar has ported Pizza Worm to the Nintendo DS. Heres the release info:
I made a port of Pizza Worm for the DS. For those who don't know, Pizza Worm is an old game where you are a worm that eats pizza and grows bigger, and unlike other similar games, you can rotate in any angle. You can find the Official homepage of the original pc game at http://www.zorlim.net/pizza_worm/ (which now seems to be down for some reason...)
The game was written in pascal, so I basically had to rewrite the hole thing.
To use it, you have to place the highscores file (PWORM.000) in the root of your card. It uses the alpha version of chishm's libfat, so since it's alpha you probably should backup you card first.
In the highscores screen, you can press R for a 2 players game in the same DS. Player 2 uses A and Y to move. You can then press L to get back to 1 player mode.
Also it remembers the last entered name, and you can submit the highscore using START, so you don't have to take out the stylus every time.
Download and Give Feedback Via Comments
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July 30th, 2006, 11:36 Posted By: wraggster
We havent seen much of Loopy in ages but Emu_kidid has started to work on updating the Nes emulator for the Nintendo DS, heres whats new in this release:
A nesDS WIP build release..
Whatsnew:
- Added Save State save/load
- Added SRAM save/load
- SCSD write support
- CF cards and various other cards added but not tested
The following things are being worked on:
- Fix games like double dragon 2
- Finalize the move to the new FAT drivers
- Zip support
Note: I am not responsible for any corruption of data on your media, please be cautious when using this as it is not in it's completed stage.
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